N/A Posted April 9, 2010 Posted April 9, 2010 Orion uses GM Fiat for a Villainous Feat to gain Well-Informed. BH gets a Hero Point. Gather Information check (reaction) against The Black Hand: 15.
N/A Posted April 9, 2010 Author Posted April 9, 2010 Orion will Fiat for Villainous Feat again, this time to gain Contacts. This will allow him to Take 20 on a Gather Information check, which he will do, hitting DC31. He will also Take 20 on a Knowledge (Streetwise) check, hitting DC29. He now has all the information on The Black Hand's reputation chart. Orion will Fiat a third time for yet another Villainous Feat, Master Plan. That's 2 more HPs for BH, bringing him up to 5. He'll need them. Knowledge (Tactics) check for Master Plan: 18. When Orion activates his Master Plan, he and any allies will gain +2 on all attack rolls (effectively bumping them up by +1PL) and skill checks for 3 rounds. On the fourth round, the bonus will fade to +1, and on the fifth round it will vanish entirely. BH makes his Nightmares check to see if he starts this story Fatigued. Nightmares check (DC5): 19. Yep. He'll burn 1HP to rid himself of the Fatigue, leaving him at 4HP.
N/A Posted April 9, 2010 Author Posted April 9, 2010 After so many easy victories early on (what with the massive PL difference), BH is underestimating the mob. He has no idea that he's walking right into a trap.
N/A Posted April 9, 2010 Author Posted April 9, 2010 BH has his powers and equipment configured as follows: Arsenal Active AP: Shuriken Gadgets Binoculars [1EP] Grapple-Gun [9EP] [*:10s5znuo]Speed 1 (10mph) [1EP] [*:10s5znuo]Super-Movement 4 (Slow Fall, Swinging, Wall-Crawl 2 [Normal Speed]) [8EP] Polymath Hide In Plain Sight [1PP] Notice 3 (+18), Sense Motive 3 (+18), Stealth 14 (+18) [5PP] Second Chance 3 (Notice, Sense Motive, Stealth) [3PP] Skill Mastery (Notice, Sense Motive, Stealth) [1PP] BH drives his car up to a nearby building, then uses the Remote Control feature to move it several blocks away. He uses his grapple-gun to ascend to the top of the building, attempting a discrete approach. He uses his binoculars to examine the roof of the office building containing the jewelers. BH Notice check: 30. BH Stealth check: 38. Orion is waiting in a window on the top floor of another building 500ft away. He keeps his eyes open for The Black Hand, and does his best to stay hidden until BH arrives. Notice check: 18. He hasn't spotted BH yet. Stealth check: Orion Takes 10 for 27. It hasn't even occurred to The Black Hand that this could be a trap, so he has no reason to inspect any of the other buildings yet. Orion has a high-powered, high-caliber, long-range sniper rifle with a noise suppressor. It's aimed at the jewelers rooftop. Blast 5 (Feats: Improved Critical [18-20], Improved Range 2 [250ft Increments], Subtle) [14EP]. Orion is 2 range increments away from the jewelers building. His Improved Aim feat will compensate for the distance. The 5 men on the roof are PL2 Thugs out of the core book. Orion is detailed in Freedom City 2E.
N/A Posted April 9, 2010 Author Posted April 9, 2010 A 30 on his Notice check is enough for BH to see everything on the jeweler's roof.
N/A Posted April 9, 2010 Author Posted April 9, 2010 The Thugs have no chance of making a Notice check against DC38, and Orion failed his, so they're not aware of BH's approach. BH's cape lets him glide at up to 50mph, or 500ft/round, so he makes it to the roof in a single Move Action. He'll get a surprise round, and everyone else is flat-footed. BH takes Free Actions to reconfigure his arrays and variables: Arsenal Flash/Bang Grenade Gadgets Radio Scrambler (from Agents of Freedom) Obscure 6 (Radio Senses, Flaws: Range [Touch]) [3EP] Polymath Notice 3 (+18), Sense Motive 3 (+18), Stealth 14 (+18) [5PP] Quick Draw [1PP] Second Chance 3 (Notice, Sense Motive, Stealth) [3PP] Skill Mastery (Notice, Sense Motive, Stealth) [1PP] He takes Free Actions to activate the radio scrambler and draw the grenade, and a Standard Action to throw the grenade into the heart of the group. It's a General Area effect, so there's no attack roll. A rank 10 effect has a range increment of 100ft, and the grenade has a max range of 2 increments, so he can toss the grenade to any point within 200ft, easily clearing the distance to the relative center of the roof. BH expends the one use of the Flash/Bang grenade, so he'll have to burn a HP to pull out another one. Orion and the Thugs lose radio contact. Normall, Orion would be well outside the area of effect (50ft radius), but he's staring intently at the roof through a rifle scope, so I'm gonna handwave it and say he has to save for the visual Dazzle, but not the audio Dazzle. Thug Dazzle Saves Reflex Orion: 20. He just makes the Reflex save to look away at the last instant, and so his flash goggles don't even come in to play. Thugs: 19, 7, 12, 20, 18. One thug looks away and covers his ears in time. Fortitude Orion: N/A (Made his Reflex save.) Thugs: 6, 17, 5, 6. None of them pass. 4 of the 5 Thugs are Blinded and Deafened. Blinded: The character cannot see at all, and thus everything has total visual concealment from him. He has a 50% chance to miss in combat, loses his dodge bonus to Defense, and suffers an additional –2 modifier to Defense. He moves at half speed and suffers a –4 penalty on most Strength and Dexterity-based skill checks. He cannot make Notice (spot) skill checks or perform any other activity (such as reading) requiring vision. Deafened: A deafened character cannot hear and suffers a –4 penalty to initiative checks. He cannot make Notice (listen) checks. End of Surprise Round: The Black Hand: 4HP Orion: - Thugs: 4/5 Blinded & Deafened
N/A Posted April 9, 2010 Author Posted April 9, 2010 Top of Round 1: Initiative: 4 Thugs: 14, 12, 17, 16. With an Initiaive "bonus" of (-3). Ridiculous. 1 Thug: 17. Orion: 13. The Black Hand: 10. I'll roll a die to determine whether the one thug who made his save against the flash/bang grenade was on door-duty (1-10) or guarding the hostages (11-20): 16. He's adjacent to the hostages. The lone Thug, being on hostage detail, had already Readied a Move Action to "Manipulate An Object," pulling the tarp to the side, revealing the three hostages, bound and gagged back-to-back in a triangular arrangement. Then he'll take a Full Action to Ready a Coup-de-Grace against one of them, and a Free Action to threaten BH. The other 4 Thugs will attempt to shoot BH, but since he has total visual and audio concealment from them, they have to make their best guess as to which 5ft square he's standing in, and they'll suffer a 50% miss chance even if they guess correctly. It's a big rooftop, and they have no idea what direction he came from (since BH threw the grenade from Stealth), so I'll give them each a 1-in-20 chance. They pick the right spot on a natural "20." Thug Targeting Rolls: 7, 7, 14, 10. None of them choose the right spot, so their attacks automatically miss. Orion takes a Full Action to Aim at BH. On BH's action, the 4 blinded/deafened Thugs get new saves to shake off the Dazzle effect, with a +1 bonus (since it's an Instant/Lasting effect). Thug Dazzle Saves (DC19): 11, 24, 13, 15. One Thug manages to shake it off. BH will take Free Actions to shift his arrays and variables like so: Arsenal Active AP: Shuriken Gadgets No change. Polymath Fearsome Presence 8 [8PP] Intimidate 8 (+11) [2PP] He will take a Standard Action to use Fearsome Presence against the two Thugs. Thug's Will saves vs Fearsome Presence (DC18): 15, 1. They both fails, and as Minions, they suffer the worst possible result. Both Thugs are Panicked, and thus, if they're cornered, they'll become Dazed as well. Fearsome Presence: If the save fails by 10 or more, the subject panics, dropping any held items and fleeing from you as quickly as possible. Panicked: A panicked character flees as fast as possible or cowers, dazed, if unable to get away. A panicked character defends normally but cannot attack. Dazed: A dazed character can take no actions, but retains dodge bonus to Defense. End of Round 1 The Black Hand: 4HP Orion: Locked & Loaded Thugs: 3 Blinded/Deafened, 2 Panicked
N/A Posted April 9, 2010 Author Posted April 9, 2010 Top of Round 2 Initiative 2 Panicked Thugs: 20, 17 3 Blind/Deaf Thugs: 16, 14, 12 Orion: 13 The Black Hand: 10 The two Panicked Thugs take Free Actions to drop their pistols and Full Actions to Move All-Out across the roof, through the door, and down the stairs into the building. The three Blinded/Deafened Thugs attempt to attack BH again. Targeting Checks: 11, 8, 4. None of them choose the right spot. Orion takes a Standard Action to fire at BH. BH has no idea he's there, so it's a surprise attack. Fortunately, BH has Uncanny Dodge 2 (Audio, Olfactory). But the rifle is Subtle. BH needs to make a DC20 Notice check to hear the gun blast and/or smell the gunpowder. Orion is 500ft away, and BH suffers a -1 penalty per full 10ft of distance. That's a -50 penalty. BH also suffers a -5 penalty because he's distracted by the three blind/deaf Thugs shooting at him. There's no way he can make a DC55 Notice check, let alone DC75. Orion bypasses BH's Uncanny Dodge, stripping him of his dodge bonus to Defense. Orion is Prone. He has the Prone Fighting feat, so he doesn't suffer any penalties, but he does get a +4 Defense bonus against ranged attacks. The +4 attack bonus Orion gets from Improved Aim offsets the -4 penalty he suffers for being two range increments away from his target. He's also got the high ground, for another +1. And he's going to activate his Master Plan this round, for another +2. BH's flat-footed Defense is +3, and he suffers a -2 penalty for being Surprised, so it's a DC11 shot. Orion's Attack bonus is +18. He's going to Power Attack for -5 Attack / +5 Damage, and Defensive Attack for -4 Attack / +4 Defense. That puts his combat totals at +9 Attack, +10 Damage, and +23 Defense. He hits on a 2+ and crits on an 18+. Orion's Attack roll vs BH (DC11): 29. :shock: Natural 20. That adds +5 Damage, for +15 total. BH has to make a DC30 Toughness save against Lethal Damage. BH's Toughness Save (DC30, Lethal): 21. Second Chance: 11. BH takes the better of the two, the 21. He fails the save by 9, so he's Injured and Stunned. He'll burn a Hero Point to shake off the Stunned condition. As per Steve Kenson's recommendation, I'm not counting Power Attack or the critical hit for knockback. Damage 5 - KB 4 = 1, so BH is knocked back 1ft and knocked prone. Orion takes a Move Action to use Assessment against BH. Orion (Sense Motive): 17. The Black Hand (Bluff): 6. Orion wins. He figures out that he his melee and ranged attack bonuses are both slightly higher than BH's, his total defense is slightly higher, and his base defense is much higher. On BH's Initiative, the 3 remaining Thugs get new saves to shake off the Dazzle. Thugs' Fortitude Saves (DC18): 15, 12, 7. They're all still Blinded and Deafened, and thus, have no idea what's going on. After the bullet slams into BH's back, he has a good idea of at least what direction he was shot from, so he's no longer totally ignorant of Orion's location. However, he still has 3 hostages and 3 reckless armed thugs to worry about. He'll take Free Actions to reconfigure his arrays and variables like so: Arsenal Smoke Pellets Gadgets No change Polymath Blind-Fight [1PP] Defensive Attack [1PP] Instant Up [1PP] Power Attack [1PP] Notice 1 (+16), Stealth 15 (+19) [4PP] Takedown Attack 2 [2PP] He'll take a Free Action to stand up from Prone, and a Full Action to Charge the nearest Thug. If he manages to take the Thug down, he'll use Takedown Attack 2 to move on to the other two. Since the Thugs are Blinded and Deafened, all incoming attacks are Surprise Attacks. The thugs are flat-footed, losing their dodge bonuses to Defense and suffering an additional -2 Defense penalty. They are DC09 to hit. BH gains +2 Damage from his Sneak Attack feat against flat-footed foes. He gains a +2 Attack bonus and suffers a -2 Defense penalty for Charging, putting his unarmed Attack at +14 and his Defense at +10. He will Power Attack for -5 Attack / +5 Damage and Defensive Attack for -5 Attack / +5 Defense. His total combat bonuses are Attack +4, Damage +12, and Defense +15. He'll hit on a 5+. The Thugs are Minions. BH can take 10 on the attack rolls, hitting DC15 and thus, hitting the Thugs automatically. They can't make the impossible DC27 Toughness saves with their +3 bonuses. And they automatically suffer the worst possible result on any failed save. So all 3 Thugs are automatically knocked Unconscious. Then BH will use Extra Effort to Surge, gaining another Standard or Move Action this round. He'll burn a HP to stave off the Fatigue. He'll take a Standard Action to drop a smoke pellet, Obscuring a 25ft radius area from all Visual and Olfactory senses. He'll toss it to a spot where it will cover both himself and the hostages. The average emergency services response time is at least 4 minutes, so unless I decide otherwise for dramatic purposes, I'm giving these guys at least 40 rounds to play before the cops show up. End of Round 2 The Black Hand: 2HP, Injured Orion: - Thugs: 3 Blinded/Deafened/Unconscious, 2 Panicked & Fleeing Hostages: -
N/A Posted April 9, 2010 Author Posted April 9, 2010 Top of Round 3 Initiative Orion: 13 The Black Hand: 10 Orion will take a Full Action to Refocus. His Initiative is now 29. The Obscure effect from the smoke pellet Fades by 1PP, but since it's got Total Fade, it doesn't shrink. BH takes Free Actions to reconfigure his traits. Arsenal Shuriken Gadgets Binoculars [1EP] Radio Scrambler (No change) [3EP] Utility Knife: Strike 1 (Feats: Mighty, Subtle) [3EP] Polymath Blind-Fight [1PP] Defensive Attack [1PP] Elusive Target [1PP] Interpose [1PP] Notice 3 (+18), Stealth 13 (+17) [4PP] Quick Draw [1PP] Second Chance (Notice) [1PP] BH will use Defensive Attack for -5 Attack / +5 Defense, putting his Defense at +17. BH will take a Move Action to move adjacent to the hostages, a free action to pull a utility knife out of his belt, a Standard Action to cut them free, and a Free Action to remind them which direction to flee for the roof entrance, and advise them to stay low. The hostages will do their best to keep their heads down as the flee through the open door. Now BH can concentrate his attention fully on Orion. End of Round 3 The Black Hand: 2HP, Injured Orion: -
N/A Posted April 9, 2010 Author Posted April 9, 2010 Top of Round 4 Initiative Orion: 29 The Black Hand: 10 Orion is going to take another shot at BH. BH has total visual concealment. However, Orion can deduce that he must be within the 50ft diameter cloud of smoke. Furthermore, Orion can make an educated guess that BH, being a vigilante, attended to the hostages, who occupied 3 5ft squares in a location Orion is very familiar with. The hostages were adjacent to each other, so within that 50ft diameter area, there are only 3 5ft squares BH could occupy and be adjacent to all 3 5ft squares occupied by the hostages. So Orion has a 1-in-3 chance of choosing the correct spot. Orion's Targeting check (DC03 on a D3): 3. He got it. Concealment Miss check (hits on 11+): 19. He got that one, too. Orion is still Prone, still has the high ground, still has his full Master Plan bonus (it starts fading next round). However, since he isn't taking the time to Aim, he suffers a -4 range penalty. Since the smoke gives him total concealment from BH, BH is flat-footed again. Once again, BH can't hope to make the Notice check against the muffled weapon, so he loses his dodge bonus to Defense. The shot is DC11. Orion will Power Attack for -5 Attack / +5 Damage. His total bonuses are Attack +9, Damage +10, Defense +15 (+19 vs Ranged Attacks). He hits BH on a 2+ and crits on an 18+. Orion's Attack roll vs BH: 17. He hits. BH's Toughness save (DC25, Lethal): 15, 8. He uses Second Chance to take the 15. He fails by 10. He'll be Disabled. BH burns a HP for a re-roll, and gets an 18 (the "1" becomes an "11"). He fails by 7. He takes another Injury, and he's Stunned. He'll burn his last HP to shake off the Stunned condition. Orion will take a Move Action to Hide. Since he just attacked, he suffers a -20 penalty to his Stealth check. Orion's Stealth check: 2. He Fiats for a re-roll and gets a 9 (the "2" becomes a "12"). BH gains a Hero Point. The smoke cloud Fades by another 1PP. BH will take Free Actions to reconfigure his stuff. Arsenal Active AP: Shuriken (No change) Gadgets Binoculars [1EP] (No change) Radio Scrambler [3EP] (No change) Polymath Blind Fight [1PP] Notice 3 (+18), Sense Motive 2 (+17), Stealth 15 (+19) [5PP] Quick Draw [1PP] Second Chance 2 (Notice, Stealth) [2PP] Skill Mastery (Notice, Sense Motive, Stealth) [1PP] BH will take a Move Action to move to the edge of the smoke cloud (so now he only has partial concealment instead of total), a Free Action to drop Prone, another Move Action to use his concealment to Hide, and a Free Action to pull out his binoculars. BH's Stealth check: 28. Since he rolled a "9," he'll use Second Chance for a re-roll, and instead of rolling, he'll use Skill Mastery to take 10, for a total of 29. Attempting to Notice something you failed to Notice before is a Move Action, and visual Notice checks made with binoculars take x5 as long as normal. So it will take BH 3 rounds to find Orion's hiding place. End of Round 4 The Black Hand: 1HP, Injured x2 Orion: -
N/A Posted April 10, 2010 Author Posted April 10, 2010 Top of Round 5 Initiative Orion: 29 The Black Hand: 10 BH gets a Hero Point for concentrating on protecting the innocent before punishing the guilty (and suffering for it). That brings him up to 2HP. Orion's Master Plan bonus fades to +1. Orion gets a Notice check as a Reaction to oppose BH's Stealth. Orion's Notice check (DC29): 34. Aw come on! Orion spots BH, scanning the skyline with his binoculars. Feeling cocky and playful, he decides to take a Full Action to Aim at him. BH takes Free Actions to reconfigure his stuff. Arsenal Active AP: Shuriken (No change) Gadgets (No change) Polymath Fast Task (Notice) 3 [3PP] Instant Up [1PP] Move-By Action [1PP] Notice 3 (+18), Sense Motive 1 (+16) [1PP] Second Chance 2 (Notice, Sense Motive) [2PP] Skill Mastery (Notice, Sense Motive) [1PP] BH takes a -15 penalty to his Notice check (offset by his Fast Task feat) to speed up the Notice check to a single Move Action. With the binoculars, he only suffers -1 per 50ft instead of 10ft, bringing his total distance penalty to -10. This brings his total bonus down to +8. Orion only got a 9 on his last Stealth check, so BH automatically finds him. BH didn't need to allot points to the Second Chance or Skill Mastery feats for Notice, but he didn't know that. BH takes a Free Action to rise to his feet. Then he Surges, and takes a Full Action to Charge Orion. His cape has more than enough gliding speed to make the distance, and since the height difference isn't significant, I'll handwave it and say he catches an updraft (as the Gliding flaw in the book says happens sometimes). BH gains +2 Attack and suffers -2 Defense. Orion is Prone, and BH is attempting a melee attack, so BH will gain another +4 Attack. He'll use Defensive Attack for -2 Attack / +2 Defense. His Attack is +17 and his Defense is +12. BH's Attack roll vs Orion (DC25): 29. Got him. Orion's Toughness save (DC20): 20. He just makes it. BH burns a HP to stave off Fatigue. BH and Orion are now both just inside the top floor of the same building, adjacent to each other. End of Round 5 The Black Hand: 1HP, Injured x2 Orion: Prone
N/A Posted April 10, 2010 Author Posted April 10, 2010 Top of Round 6 Initiative Orion: 29 The Black Hand: 10 Orion takes Free Actions to abandon his rifle (still mounted on its tripod) and pull out a pair of heavy-caliber machine pistols (Quick Draw). Blast 4 (Extras: Autofire) [12EP] He has several of them strapped to his person, and can keep tossing aside the empty ones and Quick Drawing new ones, so ammo isn't going to be much of an issue for him. Orion takes a Move Action to rise to his feet, and a Standard Action to pump BH full of lead. BH's Defense is +12, so it's a DC22 shot. Orion has +15 Attack. He'll Power Attack for -3 Attack / +3 Damage, reducing his Attack to +12 (he'll hit on a 10+) and increasing his Damage to +7 (DC22). Orion's Attack roll (DC22): 29. He hits decisively. BH's Toughness is +6, on account of his Injuries. BH's Toughness save (DC22, Lethal): 21, 22. Blackjack! But BH takes the 22, just barely passing. BH will take Free Actions to reconfigure his stuff: Polymath All-Out Attack [1PP] Bluff 15 (+18), Sense Motive 1 (+16) [4PP] Fast Task (Taunt) [1PP] Power Attack [1PP] Powerful Taunt [1PP] Second Chance (Bluff) [1PP] Taunt [1PP] BH will attempt to Taunt Orion as a Move Action (his Fast Task feat offsets the -5 penalty), and will apply two levels of the Powerful Taunt challenge. Each level increases the penalty from Taunt by 1 and inflicts a -5 skill penalty (offset by the Powerful Taunt feat). BH's Bluff check: 25. Orion's Sense Motive check: 17. BH wins. Orion now suffers a -3 penalty to attack rolls, saving throws, and checks for a round. Then BH attempts to Feint Orion as a Standard Action. BH's Bluff check: 28. Orion's Sense Motive check: 31. Natural 20. Orion needs to stop rolling those. BH uses Second Chance for another Bluff check: 25. You know what? Screw this. BH burns his last Hero Point on a re-roll. BH's Bluff check: 37. Now that's what I'm talking about! Orion is now flat-footed. He loses his dodge bonus to Defense, and suffers an additional -2 penalty. He's DC14 to hit. BH gains +2 Damage from his Sneak Attack feat. BH Surges to make an unarmed attack as a Standard Action. He All-Out Attacks for -4 Defense / +4 Attack and Power Attacks for -5 Attack / +5 Damage. His final combat bonuses are Attack +12, Damage +12, Defense +8. He hits on a 2+. BH's Attack roll (DC14): 23. Orion loses his Defensive Roll bonus to Toughness, and suffers a -3 penalty on his save. His effective Toughness bonus is +1. Orion's Toughness save (DC27, Nonlethal): 21. GODDAMMIT, ORION, STOP ROLLING NATURAL 20s!!! Orion fails by 6. He's Bruised and Stunned. I am NOT Fiating to waive the Stunned condition. BH is Fatigued. End of Round 6 The Black Hand: 0HP, Injured x2, Fatigued Orion: Bruised, Stunned
N/A Posted April 10, 2010 Author Posted April 10, 2010 Top of Round 7 Initiative Orion: 29 The Black Hand: 10 Orion is still Stunned when his next action comes around. He does nothing! :PPPPP Unfortunately, his Stunned condition fades by BH's next action, as do BH's Taunts. BH takes a Free Action to reconfigure his stuff: Polymath Hide In Plain Sight [1PP] Second Chance (Stealth) [1PP] Sniping 4 [4PP] Sense Motive 1 (+16), Stealth 15 (+19) [4PP] Then he takes a Move Action to Hide. The Sniping challenge feats offset the -20 penalty to his Stealth check for Hiding after attacking. BH's Stealth check: 29, 22. He takes the 29. Orion's Notice check: 32. Orion keeps track of him. Well, so much for that plan. BH makes another unarmed attack against Orion. He gets a 17. Whiff! End of Round 7 The Black Hand: 0HP, Injured x2, Fatigued Orion: Bruised
N/A Posted April 10, 2010 Author Posted April 10, 2010 Top of Round 8 Initiative Orion: 29 The Black Hand: 10 Orion takes a Standard Action to pump BH full of lead. BH is Fatigued, so he suffers a -1 Defense penalty, leaving him at DC21 to hit. Orion Power Attacks for -4 Attack / +4 Damage, leaving him at +11 Attack and +8 Damage. He gets an 27 on the attack roll, hitting by 6. He gets +2 Damage from Autofire, for +10 Damage total. BH is at an effective +6 Toughness because of his 2 Injuries. BH's Toughness save (DC25, Lethal): 15, 9. BH has no Hero Points to re-roll with. He fails by 10. BH is Stunned and Disabled. The +2 damage from Autofire raises the total damage from Orion's pistols to +6, which is higher than BH's knockback resistance of 4. BH gets knocked back, out the window. BH loses his action for this round, because he's Stunned, and he has no Hero Points to shake it off with. He just falls. End of Round 8 The Black Hand: Fatigued, Injured x2, Disabled, Stunned, Falling Orion: Bruised
N/A Posted April 10, 2010 Author Posted April 10, 2010 Thanks to the drag from his costume and the heavy wind resistance, BH recovers from his Stunned condition before he hits the ground. He uses his cape to slow and redirect his descent, taking him out of Orion's line of fire. He uses his remote control to summon his car to his location and retreats to get medical attention. After failing to locate his quarry, Orion flees the scene as well. The police arrive in response to the gunshots a few minutes later. Wow. That fight did not go how I expected it to. I forgot about Orion's Sneak Attack and Autofire bonuses a couple of times, but given the outcome, I'm not really worried about that. Orion definitely had the dice on his side. He rolled almost more natural 20s than I could count on one hand. On the bright side, since neither character escaped unscathed, and neither character is the type to give up easily, this sets up one hell of a grudge match next time around.
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